Yeah, I was not sure about the composite... certainly not the canonical
composite. I was thinking that, since the viability of the cell is
determined by the number of living neighbors it has, that the cell and it's
immediate neighbors would need to collaborate to determine this. But I
agree that's a stretch, and there are better ways to solve it than the
composite.
-S-
> -----Original Message-----
> From: Alan Shalloway <alshall@...>
> [mailto:alshall@...]
> Sent: Monday, December 09, 2002 8:04 PM
> To: dpexplained@yahoogroups.com
> Subject: [dpexplained] Re: Conway's Game of Life and Design Patterns
>
>
> Scott:
> Not sure I agree with your comment about composite, but the others
> seem correct.
>
> > Strategy (to allow you to vary the birth/death rules flexibly)
> Yep.
>
> > Composite (Perhaps - one way to deal with the cell/neighbor
> relationship)
> Composites are when you have collections and individual things and
> you want to treat them the same. Not sure I see that here.
>
> > Iterator Pattern (to isolate the way the cells are stored from the
> way they are processed)
> Yep.
>
> > Flyweight (the cells themselves are all basically the same, aside
> from locational state)
> Yep.
>
> Alan Shalloway
>
> >
> > > -----Original Message-----
> > > From: mtagliaf <mtagliaf@a...> [mailto:mtagliaf@a...]
> > > Sent: Sunday, December 08, 2002 9:34 AM
> > > To: dpexplained@yahoogroups.com
> > > Subject: [dpexplained] Conway's Game of Life and Design Patterns
> > >
> > >
> > > Has anyone ever seen a discussion of OOP Principles/Design
> Patterns
> > > for the design of Conway's Game of Life?
> > >
> > > matt tagliaferri
> > >
> > >
> > >
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